clangformat

This commit is contained in:
Ben Kyd
2025-06-24 10:06:00 +01:00
parent 83e1fcb1d9
commit 97df659110
2 changed files with 133 additions and 100 deletions

50
.clang-format Normal file
View File

@@ -0,0 +1,50 @@
---
BasedOnStyle: Microsoft
AlignAfterOpenBracket: Align
AlignConsecutiveMacros: 'true'
AlignConsecutiveAssignments: 'false'
AlignEscapedNewlines: Left
AlignOperands: 'true'
AlignTrailingComments: 'true'
AllowAllArgumentsOnNextLine: 'true'
AllowShortBlocksOnASingleLine: 'false'
AllowShortCaseLabelsOnASingleLine: 'true'
AllowShortIfStatementsOnASingleLine: Never
BinPackArguments: 'false'
BinPackParameters: 'false'
IncludeBlocks: Regroup
BraceWrapping:
AfterClass: true
AfterControlStatement: true
AfterEnum: true # <-- You need this
AfterFunction: true
AfterNamespace: true
AfterObjCDeclaration: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: false # <-- And this
BeforeCatch: true
BeforeElse: true
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: false
SplitEmptyNamespace: false
BreakBeforeBraces: Custom # <-- And this
BreakBeforeBinaryOperators: All
ColumnLimit: 0
IndentCaseLabels: 'false'
Language: Cpp
MaxEmptyLinesToKeep: '1'
PointerAlignment: Left
ReflowComments: 'true'
SortIncludes: 'true'
SortUsingDeclarations: 'true'
SpaceAfterLogicalNot: 'false'
SpaceBeforeAssignmentOperators: 'true'
SpaceBeforeCpp11BracedList: 'true'
SpaceBeforeInheritanceColon: 'true'
TabWidth: '4'
UseTab: Never
AccessModifierOffset: '-4'
...

View File

@@ -1,137 +1,120 @@
#include <iostream>
#include <Aeon/Aeon.hpp> #include <Aeon/Aeon.hpp>
#include <Aeon/Core/Events.hpp> #include <Aeon/Core/Events.hpp>
#include <Aeon/Rendering/ImGui.hpp>
#include <Aeon/Entity/ComponentController.hpp> #include <Aeon/Entity/ComponentController.hpp>
#include <Aeon/Rendering/ImGui.hpp>
#include <iostream>
class BackgroundLevel : public Core::GameLayer { class BackgroundLevel : public Core::GameLayer
{
}; };
class Level : public Core::GameLayer class Level : public Core::GameLayer
{ {
public: public:
Level() Level()
{ {
Core::EventManager::GetInstance().DebugPrint(); Core::EventManager::GetInstance().DebugPrint();
} }
void Attach() override void Attach() override
{ {
}
} void FrameTick() override
{
}
void FrameTick() override void TimeTick() override
{ {
}
bool EventRecieved(Core::GenericEvent& e) override
{
return false;
}
void Detach() override
{
} }
void TimeTick() override
{
}
bool EventRecieved( Core::GenericEvent& e ) override
{
return false;
}
void Detach() override
{
}
}; };
class DebugLayer : public Core::GameLayer class DebugLayer : public Core::GameLayer
{ {
public: public:
DebugLayer() DebugLayer()
{ {
}
}
void Attach() override void Attach() override
{ {
}
} void FrameTick() override
{
void FrameTick() override ImGui::Begin("Debug");
{
ImGui::Begin( "Debug" ); ImGui::End();
}
ImGui::End(); void TimeTick() override
{
}
} bool EventRecieved(Core::GenericEvent& e) override
{
return false;
}
void TimeTick() override void Detach() override
{ {
}
}
bool EventRecieved( Core::GenericEvent& e ) override
{
return false;
}
void Detach() override
{
}
}; };
class ExampleGame : public Core::App class ExampleGame : public Core::App
{ {
public: public:
ExampleGame() ExampleGame()
: App( { "Example" }, { "Game with AEON!" } ) : App({"Example"}, {"Game with AEON!"})
{ {
// EC::EntityRegistry registry;
//
// EC::Entity entity1 = registry.Create();
//
// std::cout << "1: " << entity1 << std::endl;
//
// std::vector<EC::Entity> entities;
//
// for (int i = 0; i < 100; i++)
// {
// entities.push_back(registry.Create());
// }
//
// std::cout << entities[entities.size()] << std::endl;
//
// for (int i = 0; i < 100; i++)
// {
// std::cout << "ENtity in vector pos " << i << " " << entities[i] << std::endl;
// registry.Destroy(entities[i]);
// }
//
// EC::Entity entity2 = registry.Create();
// std::cout << "2: " << entity2 << std::endl;
EC::EntityRegistry registry; Level* level = new Level;
PushLayer((Core::GameLayer*)level);
EC::Entity entity1 = registry.Create(); DebugLayer* debug = new DebugLayer;
PushDebugLayer(debug);
std::cout << "1: " << entity1 << std::endl; Run();
delete level;
std::vector<EC::Entity> entities; }
for (int i = 0; i < 100; i++)
{
entities.push_back(registry.Create());
}
std::cout << entities[entities.size()] << std::endl;
for (int i = 0; i < 100; i++)
{
std::cout << "ENtity in vector pos " << i << " " << entities[i] << std::endl;
registry.Destroy(entities[i]);
}
EC::Entity entity2 = registry.Create();
std::cout << "2: " << entity2 << std::endl;
Level* level = new Level;
PushLayer( (Core::GameLayer*)level );
DebugLayer* debug = new DebugLayer;
PushDebugLayer( debug );
Run();
delete level;
}
~ExampleGame()
{
}
~ExampleGame()
{
}
}; };
int main( int argc, char** argv ) int main(int argc, char** argv)
{ {
ExampleGame game; ExampleGame game;